(Cydra) Year 271 Rogues' Gallery- My Players Stay Out!

the Jester

Legend
Okay, just as I have a thread for the other SHs, I'm posting one for the Year 271 Campaign (which is actually now the Y272 game, as we've been through winter).

This campaign uses a low-magic variant ruleset, though perhaps 'lost-magic' is a more appropriate term for it. If you're interested in checking it out, it's here.

Anyhow, just as a note in case anyone checks skill point or feat totals and notices something funny, in this ruleset you get ability increases and feats more often, as well as more skill points per class level (I waffle on whether monsters should get this too). Also, a lot more classes get bonus feats but only wizards, druids and priests cast spells.

That said, let's kick this off with Bando the Black.

Bando was the squire of a knight named Sir Bors. He was a resentful and jealous cuss who refused to heed his master's word enough to gain his knighthood. Bando always blamed Sir Bors for his failings, and when Sir Bors was badly wounded, Bando turned on him and murdered him, then stole his armor, shield and sword (all cunningly worked with his heraldry) and took up his identity. He went on a rampage until his liege, the Baron of Kamenda, dispatched knights throughout his lands to try to hunt him down. In the end, the sheriff of Whitewater and his allies managed to slay Bando and he was revealed for an imposter.


‘SIR BORS’ (Bando the Black)
Human knight 1/rogue 3
CE medium humanoid (human)
Init +6; Senses Listen +5, Spot +5
Languages Kamendan

AC 21, touch 11, flat-footed 20
Hit Dice 1d10 + 3d6 +4 (22)
Fort +4, Ref +5 (plus evasion), Will -1

Speed 20 ft. (4 squares)
Melee bastard sword +6 (1d10+2/19-20)
Ranged dagger +5 (1d4+2/19-20)
Base Atk +3; Grp +5
Atk Options immediate charge 1/day, sneak attack +2d6
Combat Gear vial of acid

Str 14, Dex 15, Con 12, Int 13, Wis 6, Cha 9
SQ evasion, trapfinding
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Weapon Focus (bastard sword)
Skills Bluff +3, Handle Animal +3, Heal+2, Hide +3, Listen +5, Move Silently +3, Ride +9, Spot +5, Survival +5
Possessions combat gear plus Bors’ full plate armor, Bors’ heavy steel shield, Bors’ bastard sword, thieves’ tools, dagger, purse of 14 gp, 55 sp, 12 cp, 11 farthings (quarter-coppers)
 

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Here are the two goblins that have been doing the talking after the goat raid. One of them is actually a hobgoblin, of course. The surprise here is that Drozgar, the shaman goblin, is actually a wilder rather than a druid, adept or priest.

DROZGAR ‘THE SHAMAN’ --- CR 3
Goblin wilder 3
CN small humanoid (goblinoid)
Init +5; Senses Listen +6, Spot +6
Languages Goblin, Kamendan

AC 14, touch 14, flat-footed 13
Hit Dice 3d6+6 (16)
Fort +3, Ref +2, Will +3

Speed 30 ft. (6 squares)
Melee -
Ranged -
Base Atk +2; Grp -6
Atk Options psionics
Special Actions wild surge +2 (10% chance of psychic enervation)
Psionic Powers Known (11 power points/day):

1st level- Mind Thrust (DC 14; augment to 3d10, DC 15; with wild surge, augment to 4d10, DC 15), Psionic Daze (DC 14; augment to affect up to 6 HD creatures; with wild surge augment to affect up to 7 HD creatures)

Str 3, Dex 12, Con 15, Int 10, Wis 11, Cha 17
SQ darkvision 60’, elude touch (factored into AC)
Feats Alertness, Improved Initiative
Skills Bluff +9, Concentration +8, Hide +8, Listen +6, Move Silently +5, Ride +5, Sense Motive +6, Spot +6
Possessions leather armor, hat made from a bear’s cub’s head, bear claw necklace set with beads, turquoise and lapis lazuli (25 gp value).

BRART --- CR 3
Hobgoblin warrior 4
NE medium humanoid (goblinoid)
Init +1; Senses darkvision 60’, Listen +1, Spot +1
Languages Goblin

AC 17, touch 11, flat-footed 16
Hit Dice 4d8+4 (25 hp)
Fort +5, Ref +2, Will +2

Speed 20 ft. (4 squares)
Melee broadsword +8 (1d8+3/19-20)
Ranged longbow +5 (1d8/x3)
Base Atk +4; Grp +7
Atk Options Power Attack
Combat Gear alchemist’s fire, poison (1 dose each- medium spider venom (DC 14, 1d4 str) and black adder venom (DC 11, 1d6 con)

Str 17, Dex 13, Con 13, Int 8, Wis 12, Cha 11
SQ darkvision 60’
Feats Power Attack, Weapon Focus (broadsword)
Skills Climb +5, Jump +5, Move Silently +0, Ride +8
Possessions combat gear plus broadsword (mchanically identical to longsword), dagger, longbow, 21 arrows, chain mail, heavy steel shield, purse (6 gp, 8 sp, 15 cp)
 
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OK, the slimy, semi-humanoid beetle thing that appeared from thin air at the end of last night's update is an astral construct created by this horrific thing, which will feature in today's update:

HALF-FARSPAWN UDOROOT ---- CR 6
CE huge outsider (augmented plant)
Init +4; Senses blindsight 60’, Listen +12
Aura strong chaotic, strong psionic
Languages None

AC 14, touch 3, flat-footed 14
Hit Dice 6d8+36 (63 hp); DR 5/magic
Immune electricity, poison; Resist acid 10, cold 10, electricity 10, fire 10
Fort +11, Ref (always fails), Will +7 ; SR 16

Speed 0 ft. (0 squares)
Melee 2 tentacles -2 (1d8-4)
Base Atk +4; Grp -
Space 15 ft.; Reach 15 ft.
Atk Options double manifest, psi-like abilities, spell-like abilities, true strike 1/day
Psi-like Abilities (ML 6): at will- energy stun (electricity, 2d6, DC 16), false sensory input (DC 16), id insinuation (two targets, DC 16), mind thrust (ML 4th, 4d10, DC 15), telekinetic force (275 lbs., DC 16), thought shield (PR 16); 3/day- astral construct (3rd level), body adjustment, mental barrier.
Spell-like Abilities (CL 6): 3/day- blur; 1/day- stinking cloud (DC 15), touch of idiocy (DC 15).

Str 2, Dex -, Con 22, Int 8, Wis 17, Cha 16
SQ change shape
Feats Improved Initiative, Iron Will
Skills Listen +12

Change Shape (Su)- this terrible thing can morph into an even more terrifying form, a heaving boil on the earth splattering reddish, blood-like liquid everywhere. In this form the petals become tentacles, the seeds of the sunflowers become hundreds of tiny staring eyes, and great brain-like bulges keep forming fleetingly in the roiling flesh of the monster, a seething combination of flesh and woody material. In this form, the monster gains two extra tentacle attacks, becomes amorphous (cannot be flanked, not subject to extra damage from critical hits), and inflicts a -1 morale penalty to attack rolls against it.


Yes, that's right, I am that cruel to a party of 2nd-level characters. With not a single magic item among them. :]
 

All right, the things in the cyst are kaorti. The hound thingies they had were a pseudonatural dog and a pseudonatural cat. :)

The spellcaster- well, here you go:

KR!NAKLK!--- CR 3
Kaorti wizard 3
CE medium outsider (evil, extraplanar)
Init +2; Senses darkvision 60’, Listen +0, Spot +0
Aura Mild chaotic, evil and magic
Languages Elven, Goblin, Kamendan, Kaorti

AC 18, touch 12, flat-footed 16; Dodge
Hit Dice 2d8 + 3d4 (21 hp)
Immune poison
Weakness material vulnerability
Fort +4, Ref +6, Will +6

Speed 30 ft. (6 squares)
Melee bite +5 (1d6-2) or ribbon dagger +5 (1d4-2/x4)
Ranged dart +5 (1d4-2)
Base Atk +3; Grp +1
Atk Options +2 disarm (ribbon dagger)
Combat Gear alchemist’s fire, tanglefoot bag (2)
Special Actions vile transformation
Class Spells Prepared (CL 3):

2nd level- hypnotic pattern (DC 16),* shatter (DC 16);
1st level- comprehend languages, mage armor**, magic missile;
0th level- dancing lights, detect magic, mage hand, prestidigitation.

Spell-like Abilities (CL 2): 1/day- alter self, color spray, feather fall, ray of enfeeblement, reduce person or kaorti, spider climb; save DCs 14 + spell level

Str 7, Dex 14, Con 11, Int 18, Wis 11, Cha 16
SQ darkvision 60’, material vulnerability
Feats Alertness, Dodge, Exotic Weapon Proficiency (ribbon dagger) (B), Scribe Scroll, Weapon Finesse
Skills Concentration +8, Craft (cyst architecture, kaorti weapons) +12, Diplomacy +4, Heal +5, Hide +4, Intimidate +8, Knowledge (arcana, the planes) +12, Move Silently +4, Spellcraft +12, Survival +5, Use Magic Device +11
Possessions scroll (comprehend languages, fog cloud, devil’s tongue*#, CL 3rd), scroll (detect magic (2), CL 1st)

*This spell is not part of the standard Year 272 Campaign set.
**Already cast (and figured into the stat block).
#This Corrupt spell is from the Book of Vile Darkness.
 

This is the 'horrible vermin' in today's story hour update.

HORRIBLE VERMIN--- CR 4
CN large vermin (extraplanar)
Init +2; Senses darkvision 60’, scent, tremorsense 20’, Listen +0, Spot +0
Aura Strong chaotic and magic

AC 18, touch 11, flat-footed 16
Hit Dice 6d8+12 (38)
Immune mind-affecting
Fort +7, Ref +4, Will +2

Speed 40 ft. (8 squares)
Melee bite +7 (1d6+4) and sting +2 (1d4+2 plus poison)
Base Atk +4; Grp +12
Space 10 ft.; Reach 5 ft.
Atk Options spit acid

Str 19, Dex 14, Con 15, Int -, Wis 11, Cha 1
SQ darkvision 60’, +7 natural armor, scent, tremorsense 20’, vermin traits
Feats -
Skills -

Poison (Ex)- Fort DC 15; initial damage 1d6 wis; secondary damage confusion for 1d4 rounds.
 


The Unnamed Horror

This is the fire monster from today's update, coming very soon.

This thing is very challenging, especially given the low-magic world. We had eight pcs, levels 2 (two of them) and 3 (the other six) when they fought it- it was harrowingly close, with the monster downing a good chunk of the party and having most of the rest badly wounded by the end of it.

The monster's three auras were a treat to use. Brain's comment after the fight was that the monster was very "busy", with its different abilities and descriptive elements. I suppose he was right. :p

THE UNNAMED HORROR--- CR 6
CE unique large aberration (extraplanar)
Init +1; Senses Listen +0, Spot +0
Aura Strong chaotic, evil and magic (conjuration)
Languages understands Elven

AC 19, touch 10, flat-footed 18; Dodge, Mobility
Hit Dice 6d8+12 (33); DR 5/salt; Note sparks
Immune critical hits, fire, poison
Resist acid 10
Fort +6, Ref +3, Will +5

Speed 20 ft. (4 squares)
Melee 2 wire whips +9 (1d12+3)
Base Atk +6; Grp +13
Space 10 ft.; Reach 10 ft.
Atk Options auras, Improved Disarm, Improved Trip

Str 16, Dex 13, Con 14, Int 11, Wis 10, Cha 13
SQ DR 5/salt, immune to fire and poison, natural armor +9, not subject to critical hits, resistance to acid 10, sparks
Feats Ability Focus (aura of nausea), Great Fortitude, Improved Disarm (B), Improved Trip (B), Weapon Focus (wire whip)
Skills Knowledge (arcana, the planes) +9

This terrible unnamed beast appears to be a tangle of wire with gobbets of reddish, bloody-looking flesh all over it. Topping it is the suggestion of a head- a ram’s skull with long with long wicked horns.

The horror does not use its horns in combat, instead whipping with its wire whip 'limbs'. The creature neither communicates nor relents; it will pursue natural creatures outside and seek to slay them.

Auras (Su)- this monster has three different auras and it may suppress, resume or switch between them as a swift action. All of its auras must be saved against each round. The three auras are its aura of fear (30’ radius, Will save, DC 14, or become frightened for 1 round), its aura of flame (10’ radius, any creature within must make a Ref save, DC 14, or suffer 1d6 points of fire damage) and its aura of nausea (20’ radius, Fort save, DC 14 or become nauseated for one round.

Sparks (Su)- Whenever this horrific creature is hit by a metal or metal-headed weapon, it throws off sparks of liquid fire like burning blood. This requires the attacker to make a Ref save, DC 14, of suffer 1d6 points of fire damage.
 

The green humanoid that Cur had to fight was an algoid, which I did a conversion of using the 1e Fiend Folio as my base. It has always been one of my favorite monsters. :) Here it is:

ALGOID--- CR 4
Chaotic neutral medium plant (aquatic)
Init +0; Senses Listen +0, Spot +0

AC 16, touch 10, flat-footed 16
Hit Dice 5d8+5 (29); DR 10/blunt
Resist electricity 15, fire 15
Fort +7, Ref +1, Will +1
Weakness control water (1d6/caster level)

Speed 20 ft. (4 squares), swim 20 ft. (4 squares)
Melee 2 slams +7 (1d6+4)
Base Atk +3; Grp +7
Space 5 ft.; Reach 5 ft.
Psi-like Abilities (ML 9): 1/day- psionic blast (DC 14, stun 3 rounds)

Str 18, Dex 11, Con 17, Int 4, Wis 10, Cha 11
SQ blindsight 10’, plant traits, tremorsense 30’
Feats Ability Focus (psionic blast), Improved Natural Armor, Power Attack
Skills Climb +12, Swim +12*

This creature appears to be some kind of wet green humanoid. It appears to be made up of algae clumped together.

An algoid is a colony of algae that has achieved sentience and a rudimentary psionic ability. It is very dangerous and feasts on nutrients common in animal and humanoid life. It will open combat with its psionic blast and then move in to pummel opponents to death.
 

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